Starforged Legacy · build 23952520 · published
The Flight Systems update adds Resume Last Run functionality, improves clarity for Missions and Rewards, makes Ship Upgrades feel more impactful, overhauls Tactical Abilities and enemy behavior, and smooths early-run pacing, giving pilots better tools before facing their first major threat. We've also addressed several major player-reported soft-locks, runaway damage cases, performance issues, and controller frustrations.
Thank you to everyone who shared bug reports, controller feedback, performance notes, screenshots, and build feedback. Your reports continue to shape our Early Access priorities!
Progress is now saved whenever you leave a system and enter the Sector Select map, allowing you to return to that run the next time you play!
Note: After winning a run, you must first select Endless to return to the Sector Select map before quitting or returning to the Main Menu if you want to save and resume that run later.
Ship Tactical Abilities now have a stronger baseline impact:
Afterburner, Burst Drive, Phase Drive, and Micro Warp Drive have been retuned to feel better by default.
Augments can still modify and specialize tactical abilities, but Upgrades no longer increase tactical ability 'Strength' directly (i.e., the speed Afterburners provide, the range of Micro-Warp Drive, the distance Burst Drive moves the player, etc.).
Capped tactical cooldown-reduction upgrades at roughly 50% cooldown reduction.
Added a short activation lockout to Phase Drive and Afterburner to prevent repeated input from immediately canceling the ability.
Increased baseline Battleship acceleration.
Tactical Mastery survival skill changed from increasing Tactical Ability power to reducing Tactical Ability cooldown.
Melee enemies are now much harder to kite. Instead of trailing directly behind you, they anticipate where you're heading and move to cut you off.
Enemies that arrive one at a time now spread out around you instead of clumping on one side, and when you're on the move, they're more likely to appear in your path.
Enemy movement speeds have been retuned across tiers, with reduced threat-level speed scaling to prevent extreme late-run speed spikes and make enemy roles easier to read.
Reworked wave pacing so individual enemies apply steady, constant pressure, while large coordinated attacks now arrive as a few impactful fleet bursts instead of a never-ending stream of groups.
Cruisers now appear as deliberate, telegraphed threats. ALI sounds a new "Heavy Contact" alert when one is inbound, and they no longer randomly mix into the normal enemy stream, so each one lands as a real event.
Fleet bursts now field a much stronger mix of specialist enemies (exploders, shielders, chargers, ranged) rather than mostly basic fighters.
Rebalanced ranged enemies so they are a threat worth prioritizing without flooding the screen, and fixed an issue that was causing them to under-spawn.
Tuned enemy composition and intensity so Normal, Hard, and Brutal feel more distinct.
Ship Upgrade cards now display the percentage change for each stat, making it clear how much an upgrade improves a value.
Stats that have reached their cap or floor now show a MAX label, so you can tell when further upgrades won't help.
Added detailed tooltips to stat displays. Hover over or focus a stat to see its description, current value, and any cap or floor.
Added tooltips for the Reroll, Banish, and Lock buttons on reward screens.
Banishing an augment upgrade now suppresses all upgrade tiers for that augment for the rest of the run.
Codex Augments can now be grouped by type (Hull, Shields, Thrusters, Subsystems, and weapon families). Toggle this with the on-screen button, G, or Y / Triangle.
Added active Challenge and Reward Profile HUD cards so players can see the current sector modifier and reward context during gameplay.
Updated Starmap mouse behavior so hovering previews sectors, while clicking commits the chosen destination.
Leaderboards have been separated and now feature Standard (one-loop) and Endless.
Sector Info panel updated to show map modifiers from challenge maps.
Updated icons to be easier to understand for shops and challenge maps.
Added new icons for map modifiers that were sharing them.
Caches no longer need to be opened manually. Your ship's tractor beam now automatically pulls in and opens nearby Caches.
The player ship's AI (ALI) now provides clearer mission alerts and reward feedback.
Mission reward receipts now appear in the objective tracker area for the completed mission.
Added boss and mission notification improvements.
Added HP-bar-style objective feedback for single-actor missions.
Collecting a power-up now shows a brief on-screen notification, making it clearer what you picked up.
Changed the interaction text for power-up containers to make their purpose clearer. Now read as "Combat Container" and "Tactical Container".
The Auto-Collect Experience skill now applies a brief collection effect instead of instantly grabbing experience with no feedback.
Added an orange outline to all CWM bosses to make them stand out.
Added right-stick manual aim support for Controller players, including a visible targeting cursor enabling more deliberate weapon aiming.
The Codex is now fully controller-navigable. Move between entries in any direction with the stick or d-pad, including the Group by Type view, and use the shoulder buttons (LB/RB) to reliably cycle through every category: Augments, Weapons, Components, Ships, and Loadouts.
Improved gamepad focus across Run Summary, Shop, Map Summary rewards, Main Menu, and Narrative UI screens:
Fixed Shop navigation so item cards, purchase buttons, and currency-style buttons can be reliably selected.
Fixed Map Summary reward entries so reward options expose valid focus targets and are no longer skipped by gamepad navigation.
Fixed the main menu gamepad navigation so all visible menu, survey, and social buttons are reachable in the correct on-screen order.
Added a Gameplay Setting to disable gamepad vibration.
Added an Audio Setting to toggle game audio when the application is not in focus.
'Interact' can now be rebound in the input settings.
Augments
Chain Reaction: Fixed the recursive kill damage, which was causing runaway damage values.
Emergency Protocol: Now triggers its heal at 8 stacks instead of 10 and grants slightly more resistance at lower levels.
Worldbreaker Payload: The unlock condition is now easier to complete.
Glancing Blows: Removed scaling from Dodge on Tactical Ability usage; now a static 20%.
Evasive Fire: Removed scaling from Dodge on Tactical Ability usage; now a static 20%.
Offensive Evasion: Removed scaling from Dodge on Tactical Ability usage; now a static 5%.
Offensive Evasion: Removed the stack count and buffed the value from 25%-70% to 50%-100%.
Evasive Maneuvers: Removed scaling from Dodge on Tactical Ability usage; now a static 5%.
Evasive Overload: Removed scaling from Shield restore; now a static 10%.
Aftershock: Removed scaling on Health damage; now a static 10%.
Power Surge: Shield Damage reduced from 50-100% to 20-70%. Enemy count reduced from 3-8 to 1-6. Cooldown increased from 1s to 1.5s.
CQC Targeting Computer: Damage scaling reduced by about 50%.
Energy Siphon: Global damage buff removed. Max Shield restore increased to 18%, plus an instant shield-recharge kickstart.
Gameplay
Experience required per level has increased by 25%.
Ironhide - Relentless Loadout: Aggressive Burn has been replaced with Vulnerability Overload, increasing global damage as shields are damaged.
Nova Lance - Fission Loadout: Electro Reactive Armor has been replaced with Power Surge.
Added distance-based damage falloff to missiles and most augment-based explosions to help compensate for their strength.
Increased both Pulse Laser and Machine Gun base range from 45m to 50m.
On Normal Difficulty, Cruiser-class enemy ships now appear only from Sector 8 onward.
Reduced required kills for timed-kill missions to 60.
Reduced the base damage of the "forking" attack on ranged enemies from 15 to 7.
Boss additional enemy spawning rates have been reduced across all difficulties.
'Carrier' class enemies (mid-run boss) are no longer affected by slows, and the Thermoflux Projector power-up no longer damages them.
Reduced base health of Ranged Tier 1-3 enemies.
Tier 1 Ranged enemy now has fewer projectiles per shot in Hard and Brutal.
Nuclear Field base damage reduced from 25 to 20.
Nuclear Field base radius reduced from 3500 to 3000.
Field weapon entry damage no longer stacks with the normal sustained tick. Enemies still take damage immediately when entering a field, but that hit now replaces their next tick instead of adding extra burst damage.
Adjusted Hard and Brutal difficulty progression so the first few maps are less punishing, giving skilled players more room to establish a build.
Increased later-map scaling so these difficulties still ramp into a serious challenge, especially once runs reach the mid and late game.
Shop and narrative map scaling were left unchanged to preserve recovery and routing choices.
Reduced the collision size of most enemy projectiles to be more accurate and fair to players. They are now all slightly smaller than the visuals.
Reduced the speed of exploder enemies by 25%.
Reduced the damage Radiation Clouds from Map Modifiers inflict on enemies.
Missions & Rewards
Added missing combo rewards for several Field weapons so they can now appear in Armory, Prototype, and boss reward choices.
The Master Loadout skill now gives an additional weapon slot as well as a free choice of 1 of 3 prototype weapons at the start of each run.
Ship Upgrades have received a major balance pass, making them feel more meaningful when chosen. Many low-impact upgrade rolls were increased, and several upgrade values were adjusted across Weapons, Shields, Hull, Speed, Fields, and Tactical Ability support.
Skipping a Weapon Reward now gives an Augment choice instead of Credits.
Buffed Thruster Cooldown and Shield cooldown enhancements to increase their values, and reducing rarity to rare makes them more effective.
Reduced the chance of loot crates spawning from the Salvage Rights skill.
Removed the augment reward from the Kill Pirates mission.
The Cargo Runner mission now gives 15 more seconds to complete and gives an augment reward on completion rather than dropping a crate.
Starmap & Sector Modifiers
Rebalanced the Star Map boss flow so there is now one boss before the final boss, appearing on Map 6.
Armory sectors are now guaranteed to appear within the first 3 floors of each run.
Armory sectors now grant a choose-1-of-3 Weapon Reward.
Challenge map modifiers are now rolled per Difficulty, with a starting pool of Radiation Fields, Meteor Storms, Ancient Battleground, and Ion Storm on Normal, and the full pool on Hard/Brutal.
Gravitational Wells now spawn much less frequently and no longer boost player Health and Shields. Now, they remove any Shield cooldowns, causing Shields to recharge immediately.
Updated 'Nebula' challenge behavior: weapon range reduction is now a flat 35%.
Ancient Battleground now scales its mine count by Difficulty and fills the field more densely. Mine counts are Normal 15, Hard 25, Brutal 35.
Fixed a memory leak caused by repeatedly applying Armor Breach, Stun, and Slow to enemies.
Fixed a hard freeze that could occur during Reinforcement-heavy fights with Status-applying Field Augments.
Enemy Reinforcement missions now spawn waves over a brief window rather than all at once, reducing fight-start stutter.
Improved performance during heavy enemy spawning by simplifying single-enemy spawn-pressure rules.
Removed Nuclear Tick VFX to reduce visual clutter.
Updated enemy damage smoke behavior so repeated smoke effects render more cleanly.
Removed player shield-hit audio from enemy shields so enemies no longer overuse the player shield sound.
Reduced Pulse Laser volume.
UI & Controller Navigation Fixes
Fixed several instances of reward-screen soft-lock.
Fixed controller navigation on the Starmap after closing a shop or a pop-up. Settings and ship stat panels now scroll properly with both the controller and the mouse wheel.
Fixed the confirm button purchasing an Augment when pressed on a Codex category tab.
Fixer shield sound list not updating when switching categories with a controller.
Fixed issues with not being able to move between Codex entries.
Fixed gamepad focus on the Banish button.
Fixed Codex gamepad purchase focus restore and item-grid scroll-follow behavior.
Fixed Difficulty Select gamepad navigation.
Fixed issues where manual aim could get stuck when using it while entering different UIs.
Fixed Run Summary mission cards showing duplicate completed unlocks or stale completion text.
Combat & Gameplay Fixes
Fixed player projectiles hitting asteroids when they shouldn't—reduced asteroid collision size.
Fixed enemies targeting the station after its shields went up. These enemies will now retarget to find the player.
Fixed weapon range upgrades not increasing auto-target acquisition range. Beam and turret-style weapons now lock onto targets at their full upgraded range instead of their base range.
Fixed players taking damage while in Warp.
Fixed issues where movement abilities could become locked after the Tactical cooldown (and other stats) could go negative with repeated ship upgrades.
Fixed 'No Hull Damage' unlocks failing when only shields were hit.
Fixed Berzerker Energy not upgrading its tradeoff effect correctly.
Fixed Merchant Ship repair zones not cleaning up on death.
Fixed Merchant Ship death destruction cleanup.
Fixed irregular Convoy movement.
Fixed Fortified Space Turrets showing unnecessary HUD markers.
Fixed Radiation Leak Augment not spawning its clouds.
Fixed Proximity Mines and their subsequent radiation clouds from enemy Cruisers (minibosses) dealing massive damage to other Cruisers.
Progression, Rewards & Starmap Fixes
Fixed map modifiers granting double rewards.
Fixed an issue where completing a challenge map with a map modifier and the secondary mission on it would grant double map modifier rewards.
Fixed locked reward cards becoming unlocked during rerolls.
Fixed banished augments returning in reward choices.
Fixed interacting with shops accidentally refreshing stock.
Fixed rare Endless Mode cases where the starting sector could become selectable later in the run and cause a stuck warp.
Fixed Starmap sector descriptions sometimes not matching the selected destination.
Fixed an issue where level progression advanced in steps rather than linearly.
Fixed the experience bar not updating properly when XP was gained.
Fixed upgrade screen stat previews, including temporary buffs, which made Ship Upgrade values inaccurate.
Audio, Visual & Tech Fixes
Fixed a performance issue that could cause frame drops in large battles when using status-chaining augment builds (Thermal Stasis, Stasis Fracture, Plasma Breach, Overloaded Circuits). Plasma Breach and Overloaded Circuits also no longer roll critical hits on their plasma damage.
Implemented a potential fix for Phase Beam SFX continuing during warp sequences.
Fixed some inconsistencies in Reactive Armor, Evasive Fire, Disruption Field, Stasis Field, and Plasma Tether Augment descriptions.